This thread's been moribund for about 2 years, but I was intrigued by the post, so thought I'd throw my two cents in (the same debate still plays out in the gaming industry).
I do think that, as the art requirements have made it more and more expensive to produce a commercially viable game (economists call it "higher barriers to entry"), the frequency of risk-taking--and thus the quality of innovation--have both suffered. It's sad, because at bottom, the best games I've ever played are the ones with great gameplay, and graphics that didn't suck so badly they compromised the game play.
But I come from a slightly older audience. I'd suspect that there's a lot more purchasing power in the under-25 segment of the industry these days, as opposed to the crowd that's more than a quarter-century old. I think, for a whole variety of different options, that generation simply doesn't want gameplay without lots of sensory stimulation.
Same reason older sports fans are more likely to appreciate a team that wins through great teamwork, while younger people just want to see the most sensational, vivid highlight clip anybody can imagine.
Game design is CLEARLY an art, and not a science. Asking business types to invest in art for popular, commercial consumption is a very difficult sell--they just don't operate that way. If people could produce great art through an easy formula, or a specific, step-by-step approach ever time, there'd be a lot more great art in the world!
Computer programming, while it pretends to be a science, is currently just a fledgling science--it's in about the same place as phrenology was in the early 18th Century!

I say this based on a half-decade's experience serving in a Corporate Finance role helping to oversee ~$200M in technology projects a year. Investors and the Finance types who control the purse strings don't understand IT projects, and most of them don't really understand IT project management.
This is why the industry studies all suggest that somewhere between 40% and 75% of all IT projects in Corporate America end up seriously over budget, behind schedule, and/or with reduced scope.
You take all the uncertainties around software design, and then introduce all the uncertainties around producing art for commercial popular consumption, and it's not entirely surprising that it's so hard to convince most publishers to innovate aggressively.
I'm not sure that we'll see a new "Renaissance in game development and game play innovation" until another twist or turn of the technology lowers those barriers to entry and makes artwork MUCH cheaper again.
But that's a discussion for another time. I don't think the gaming industry is hopelessly broken, it's just driving on some bumpy roads right now!!